Array along a curve that is made up of loose parts
You can't use multiple, separate curve segments to curve modify an object.  The curve modifier will only use the first curve it finds.  This is just not a technique that works with Blender.
You can create divisions between barriers by giving it both a relative and a constant offset:

If you want regular intervals of undivided, divided, you can have a relative array followed by a relative + constant array:

You could make a boolean cutter, with a curve modifier to follow the same curve, and use it to cut shapes out of your boundary with a boolean modifier:

It wouldn't be impossible to make an array that followed multiple curves-- you'd need to UV offset the arrays, then use the UV as a mask texture for a vertex group edit modifier to divide the array into multiple bits with different vertex group weights, then use those vertex groups to specify which particular curve object to follow for a particular bit of the array.  Not impossible.  It would be complicated and totally impractical though.